/agdg/ - Amateur Game Development General

Just Like Make Game

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/agdg/ is moving nodev Board owner 02/02/2024 (Fri) 10:02:26 No.1037 [Reply]
The pulse-pounding adventures consisting of long nights and undiagnosable errors shall continue, courtesy of trashchan. https://trashchan.xyz/agdg/ Everything in life is eventually temporary, but for a while, this place was home. Sarabada, anon.cafe. Goodnight.
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>>1038 >help latecomers*

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RULES AND F.A.Q. Deveropa 09/13/2019 (Fri) 18:35:00 ID: 9e9ecb No.15 [Reply]
1. Follow the Global Rules 2. The Board is SFW, so spoiler any mature content 3. That's pretty much it But wait, there's more! 4. This thread will work as a META THREAD for the rest of the board. Feel free to post your complaints and questions here. Please use the meta thread: >>1 3. Obey the spirit of the rules, not just the letter. Please be constructive in your comments and critiques. Try to be positive and supportive without pandering or cheerleading. Any obvious board disruption, shit-flinging, crab-bucketing, or nigger-pilling will be removed. 4. As of 03/27/2023, post IDs have been disabled. We're all adults here, we shouldn't need them in order to carry out discussions. Please be mature and don't samefag or accuse others of the same without basis. 5. Have fun. The board was set up merely a bunker and repository for developers, waiting for 8chan to come back online, but since it's in the process of committing sudoku, this could be your new home. List of other bunkers: http://8agdg.wikidot.com/general:bunkers
Edited last time by nviridescens on 03/27/2023 (Mon) 02:58:47.
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Where's that link that explains what happened to the agdg community after the exodus? About splitting into groups and whatnot? I can't find it.

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/meta/ thread Anonymous 09/09/2019 (Mon) 00:25:50 No.1 [Reply] [Last]
Is the original 8/agdg/ owner in charge of this board, or was it started by someone else?

Also all-purpose meta thread I guess.
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>>1031 Thanks for letting me know, anon. I'll set everything up soon.
A couple questions. Would you like to treat this migration as a fresh start, with the old threads locked away? When would you like to actually have the new place unlocked? I'd like to have a little more casual discourse regarding any changes or suggestions (including new banners and what have you, or possible future events) with you. As in all of you. Everyone who doesn't want to see this die just yet.
>>1033 >Would you like to treat this migration as a fresh start, with the old threads locked away? I don't see any reason to, having those threads will hopefully give lurkers something they feel they can contribute their knowledge to. >When would you like to actually have the new place unlocked? No time like the present, unless you have plans you need some time to set in motion? >I'd like to have a little more casual discourse regarding any changes or suggestions (including new banners and what have you, or possible future events) with you. Sounds good, last year was very fun and educational, I hope this year will be a successful one for /agdg/!
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>>1033 >Would you like to treat this migration as a fresh start, with the old threads locked away? Leave the current threads in place, and unlocked. The board's history (and therefore it's culture) is contained in all these threads here. Simple as. >When would you like to actually have the new place unlocked? Sooner's better than later. --- New banners and everything would be fun, but I think it would be better to plan in earnest for a new Gamejam soon. Great way to get started in the new home, know what I mean BO?
>>1035 >I think it would be better to plan in earnest for a new Gamejam soon While I agree, I don't have the free time to create common codebases like Newt did thanks to my irregular work schedue, though I was thinking about a simple event for 4/4. Anyway, the board's now unlocked. I'm pretty sure there's something I'm forgetting to do... but we'll cross that bridge when we get there. https://trashchan.xyz/agdg/

6/6 GAME JAM Planning / 2D Platformer Research Thread Newt Board owner 05/11/2023 (Thu) 10:31:58 No.603 [Reply] [Last]
Alright faggots, as I mentioned in the meta thread recently, I would like to start doing board game jams on a regular basis. Unlike other jams that just give you a theme and a ridiculously short deadline and then you're on your own, the game jams here will come with a ready-to-go, runs out-of-the-box codebase so that any participant will have a working, playable game from day one (however bare-bones and exactly like everyone else's it is). You may choose to use the provided code base if you want, but you're free to bring your own as well. Think the code is ass? Does something you don't want or need? Rewrite it then, I don't care. The provided code is simply to bring as many people up to speed as quickly as possible, as well as to provide a common ground for collaborating with and assisting one another. The first /agdg/ Game Jam game will be making 2D platformers - no theme or gimmick restriction, it can be whatever. The provided game skeleton will use Raylib for graphics, sound, and input, and be written in an easy-to-grasp subset of C++ (nothing fancy or hyper-efficient). The Jam will officially start on June 6th, 2023 (6/6) and run until July 7th, 2023 (7/7), one month. By start, I mean a thread will be created and the code base, along with building instructions will be provided on that day. You are free to do whatever prep you like in the meantime, of course. 7/7 will be a "demo day" of sorts, where everyone uploads their games for others to play, and an informal competition will take place to decide the best game. I say "competition" but it's just for fun, maybe we'll come up with something stupid for the winner though. >why? For fun and practice. Do I expect any masterpieces in a month? No. Will anyone make a "real" game to put up for sale or something? I highly doubt it. What I would like to see though, is everyone at least trying - hence lowering the barrier to entry as much as possible. Can't program? Learn, you've got a whole month. All code provided will be straight-forward and well-documented as to which lines are doing what, start by tweaking that. Can't draw? See itch.io and similar for free assets. Can't do sound or music? Again, itch and the like. Do I want to see a whole bunch of Super Mario-clone asset-flips? No. Take the time to try to do something new or do something well. Can program but can't do art? Spend the month developing your art skills and pipeline, even if it means a barebones game program-wise. Are you an artist but can't code? Take the month to learn to code or collaborate with someone who can. Can do everything? Awesome, show us something new then, a novel gameplay mechanic, setting, original character, whatever. I want to see everyone push the boundaries of their skills, using the provided code as a springboard if they like. In this thread I will be gathering ideas for what constitutes the "barebones platformer", and posting my research on that, experiments, and other progress on this project. I would also like to see the thread used for general 2D plaformer discussion. What's out there? What have you played? What's state-of-the-art? What are some cool mechanics you know of? Styles - low-res/pixel, high-resolution, limited-palette, tile-based, pseudo-3D, you name it.
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>>831 Mario games were way better when they were 2D.
>>831 >>852 It's a fucking jam, quit overanalyzing and being a faggot.
>>852 >>Its a good genre to learn the ropes from Now you're starting to understand. >>856 Guy's salty about something, I just wish he'd make a point sooner or later. I'll let him air his greivances or whatever for now and bust out the dustpan and broom and clean up after him if I have to later. Maybe he's got something to contribute, who knows. We are going to have a post-mortem discussion after the jam - what went well, what didn't, what people would like to see for next time, etc.. Maybe in the meantime our guy can get some chill and think about what to post for that.
Any plans for a second jam yet?
>>969 The first jam was poggers I can't wait until the next one!

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QTDDTOT - The thread for all those burning Questions That Don't Deserve Their Own Thread Newt Board owner 03/27/2023 (Mon) 06:09:39 No.478 [Reply]
So up until now, we've had a lot (lol) of off-topic posting, a lot a one-and-done "how do I make game tho" posts in various threads, especially the meta and progress threads. This is now the new dumping ground for those posts. Do try to put some effort into your posts though, you'll get more responses and won't have to face the wrath of jacked Carmack and his dragon dildo sword+2 that way.
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>>1009 Get it working/finished, identity what you did wrong and how to fix it, make a new game using what you learned.
>>1010 Two very whiny questions: 1 - How do you identify _why_ it's spaghetti-ing out of control? 2 - How do you deal with...when you see a wall of code that you have to look in 10 different places to keep track of what's going on/how to continue and you just get completely goddam overwhelmed?
>>1011 I'm just getting started my with game development myself and I'm doing it through Godot so my experience is probably different from yours, but it's about persistence. If I have a problem I'll focus on it until I fix it, if I can't, I feed my code/errors to AI so it can give me some ideas about what the problem could be. Use debugging print statements/breakpoints in the code to check whether the expected code is executing at the right times.
>>1011 Just realized I didn't answer the whole question lol As for organization, use functions so it's easier to manage your code; that way you're editing do_thing() instead of trying to find an obscure piece of code out of 1000 lines, that can slow you down a lot.
>>1011 >How do you identify _why_ it's spaghetti-ing out of control? When your logic is spread across a dozen different functions, each calling to each other in a gorillion different ways that you can no longer keep track of what variable is what value anymore. It should be streamlined from the start. Planning it out in your head/on paper/in pseudocode is also a good idea so you can see where problems may come from. >How do you deal with...when you see a wall of code that you have to look in 10 different places to keep track of what's going on/how to continue and you just get completely goddam overwhelmed? Plan it out beforehand so you know exactly what part does what and where each piece of logic goes to.

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source source 12/27/2023 (Wed) 06:46:18 No.1007 [Reply]
used to make a lot of maps in hamme but never published any of them. i think i only have two of the VMFs left.

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Fluffy Dating Sim Deveropa 08/06/2020 (Thu) 06:10:57 ID: 94f491 No.297 [Reply]
This is my first ever finished videogame, and I think it's worth sharing here too. It was originally supposed to be just a little joke, but when another artist joined the team the project really kicked off until it escalated into a real full-size game. Give it a try and me what you think: https://mwe.ee/FluffyDatingSim-1.0-pc.zip
Can you cut off their feet and put them in a microwave after you insemenate them??
>>472 phenomenal post
>>297 I'm sure OP is long gone, and the subject matter isn't really my thing, but honestly I've seen worse renpy games out there. The art is consistent, the decisions had well foreshadowed outcomes instead of some of the COYA crap where by trying to improve a situation you worsen it or vice versa, and while the game is short I think that fits with its scope. In the end, you completed a game, and that's more than a lot of people can say. I hope you learned from the project and can go on to improve your dev skills for the future.
>>472 In this game, you play AS a fluffy. XD >>726 Thanks! I really wanted to avoid all the usual pitfalls of dating sims like fake choices and stretched out scenes, as well as break the curse of fluffy games by setting the scale to something I could realistically finish. I'm always glad to hear people enjoying it, because I practically live on the feedback I get for my works!

Progress General Deveropa 04/29/2020 (Wed) 20:07:32 ID: 26606f No.123 [Reply] [Last]
Post what you're working on.
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>>988 >make a forest >well, I need to make texture cropper/resizer/converter >default sdl api is a bit fucked, and I have no idea how to make transparency work, so either colorkey(good way anyway) or look into libpng >and some simple "enhancements" filters would be great >and I would need working interface to use them >sdl works for now so whatever >but to make proper converter I need json loader/data manager I should look into hierarchy of the stuff I need to make, before making other stuff.
>>994 Made simple automatic texture cropper with offsets. Just need to attach them to data files, and/maybe gui. And now I can process character tiles and implement proper systems for them. And make better grass tiles. They are flat, and I rendered all of them at the same time and just cut off the mask, now I can render each tile separately, and keep blades of grass which go outside of default rhombus, and even use any kinds of image processing on them. (hopefully it will look better). But that is an improvement for later, current grass works perfectly for a placeholder.
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Note to self. Dont use 1000*1000 resolution for renders instead of 1024*1024, especially when you batch rendering something on cpu. For "less precise" stuff like trees and other decorations, it might be fine, but walls and ground tiles must be precise. But on the bright side, I figured out why grass renders always had dark spots in the middle of each tile(Pic2). I simply forgot to give renderer more bounces for transparency (it was only 4 total), so everything transparent turned into black. >now I just need to pack everything >lets search for already made simple packing algorithms >here is link, everything is explained in it! >link is for 200 page scientific paper on packing anything into a box Welp, Could have been worse. So many topics are so well researched, but its practically impossible to read through all of them. Packing even has free tools for it, but adapting them for my exact needs is the same, as doing it from what I already have. Next up, is making my tileinfo.json format to be compatible with Tiled editor. And a format for character sprites. And technically, at that point, I would be able to start actual game developement.
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libre Trackmania clone under CC0, in C99 with no libraries, uses own 3D renderer, own physics engine
bump for demo day

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3DChan V2 Deveropa 07/06/2020 (Mon) 13:14:51 ID: eceb10 No.265 [Reply]
Hey! Here is the first a playable demo for the V2 of 3DChan: https://3dchan.net/blog/july-2020s-dev-blog/ >What is 3DChan? For those who don’t know what 3DChan is, it’s an hybrid between the imageboard culture and Second Life. >Concept of the V2 (more on my blog post) This version won’t be online, not exactly. You will be able to post files and build level in local before sharing it via bittorrent. It’s pretty close to the concept of Decentraland, but without the virtual estate agent thing. BTW, is this channel linked to the 8chan's /agdg ? I used to post here.
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>>469 performance on Firefox 108.0.2 (64-bit) was very poor anon
>>470 thank for your feedback I'll try to improve it
>>469 oekaki over other peoples posts when?
this project is very nice IDEA. people dont know what they want until they do not see it
>>469 I don't know how to post as it always pop up a message saying duplicates or something like that.

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Blender and CGI tools Thread yesdev 05/18/2023 (Thu) 15:59:01 No.642 [Reply]
There are few layers to learning Blender, but before learning, the Main Principle is to do as little as possible to get best possible result, by using tools which blender provides. You dont draw textures on everything by hand, you use procedural textures. You dont make rigs for generic humanoids(and some animals), you use rigging addon. Also, I would say that 12+16 gb ram is required for comfortable usage of blender. You can live with 4 gb, sure, but it will not be comfortable at all, and you might never be able to use sculpting(or using displacement in textures) or make proper renders. Also, nvidia cards work better, and if you have older radeon card, its not supported by newer blender, and 2.93 is the last blender version you can use. First one, is learning how to do anything, learning interface, hotkeys, etc. Most of it is very simple, and the more you use it, the faster you will do everything. At this point you should just watch a bunch of videos on youtube, I can recommend a few channels, which mention every single button press they do. And its pretty much the only way to learn it. I would say, you need to know how to do simple modelling, adding random primitives, installing generic must-have addons, such as node wrangler, basic understanding how to render something, and basic understanding of shading, aka materials in blender, how to use hdri and basic unwrapping. Additionally, for simple modelling you need to understand why you should use quad topology. At this point after watching videos, you should be able to make a simple house, or a chair, or anything similar, and make materials for it, place a camera. You dont need to understand what you are doing, just copying what you seed others do. You probably should watch a video or two on how to optimize rendering, to save your time, you dont need 256+ samples for test render, 32 will do just fine. I cant help you at this stage, because everything is just learning which buttons to press. Next is understanding how to do more advanced stuff, like using modifiers for objects, using advanced materials, or even geometry nodes. At this point you should start to understand what you are doing. You should probably start working on a stuff you want to make, however consider it practice, not something you will end up using. I think, you should understand how to make something what you want, instead of just copying some video. You should know what modelling terms mean, like subdivide, rotate, extrude, scale, cut, add object, install the "must have" addons (they ship with blender anyway). And for materials you should understand(just play around with it) what different coordinate systems do (object, generated(aka global), uv) what textures do voronoy, perlin/noise, waves, and what bump, roughness, and displacement means. I am probably forgetting something, but all of it will be adjacent anyway. At this point you should be able to make something like a snake, with proper scales, out of curves or modelled in a couple of minutes. Or maybe use an addon to add a cat rig, model cat around it, and cover it with hair, with procedural shading. (Or naked cat, if your pc cant handle fur). And maybe even animate it. You should use core principle of "do less" and use addon to get armature with premade animation, use automatic weights and make whole animation in just a minute or two. At this point you should notice parts which your pc cant handle. Mine for example cant render volumes anymore, due to "fuck radeon cards, their drivers suck", and some other stuff. There are often ways to sidestep it, but sometimes, if you dont have enough ram, for example, there is pretty much nothing you can do to sidestep it. I would say you should be able to at least render a model with 300k vertexes, a couple of materials with varied roughness, metallic parts, bump map, hdri + a couple of lamps. I would say it is the bare minimum of using blender for gamedev. You might consider translucent/transparent/glass materials, but honestly they are not important. Requirements are lower for eevee rendering engine, and it is faster, but you likely will need cycles. I would say you should be able to make "test" renders in a minute, with low sample rate, otherwise everything will take too much time. Anyway, at this point you should probably think about making something cool via tools you are provided. Probably something based on procedural textures. For example picrelated is a model for a well, and procedural texture for it, it might look complex at first glance, but in reality its quite simple, and only uses a couple of procedural textures and some math. And model is just a cylinder. And lamp uses same model as a bucket, just with a couple of modifiers. Same with orange galaxy-like splash. Its just some camera tricks, and a couple of procedural textures mixed. Doing something like this is really not necessary for gamedev, but it is fun and educational. At this point you should start thinking about making game-ready models and exporting them to your engine. Be it 2d sprites (with that I can help a lot) or 3d models with their textures (with that I can help a little). And you should look through cc0 websites with textures, models, etc, like https://polyhaven.com/ ). For example you can spend a day trying to model a tree, or you can use an addon to generate a tree in a minute. Cont...
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>>788 Yeah, it's ass. Nothing you can't do with hap-hazard loop cuts and face extrusions on boxes in Blender. Can also get proper cylinders/torii and shit if you were trying to do something like that bike or another vehicle.
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Simple setup for pixelized image, if anyone needs it. The lower "value" on the left is, the heavier pixelization becomes. Its just multiplication+ rounding+ dividing each directional vector.
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I try to post here while we have that backupgate over there. So I checked out this tutorial: https://yewtu.be/watch?v=0TzjpR3pdpk One thing this guy does is that he selects a random face, Shift-D, RMB, P to make a duplicate into a separate object and work from there. But this way he ends up with a bunch of (partly) duplicate faces, and he only deletes a few of them. Isn't that a bad idea? (Also the first time I made the building it was too low, normally I'd just go to edit mode, Alt-Z, box select the upper part, G Z and make it taller, but since this model was composed of 8 or so objects I couldn't do that (I don't think I can be in edit mode for more than one object at a time), so in the end I just scaled the whole shit along the z axis.) Also, in the meantime I modelled a door. Baby steps. And I've managed to produce the worst looking procedural wood texture, I'll try to do something about that tomorrow. But my real question is, I want that door to look old and not exactly in a good shape. It should have paint, but that came off at various places (that's why I need the wood texture) (something like this, but with wood instead of metal, and probably without texture painting: https://yewtu.be/watch?v=bR4HtqxA9tk). I'll play around with my materials, but I think I should also need to add some deformation to the mesh itself, right? It looks too regular now, tree can expand or shrink as it gets moisture, etc. Or would it be enough to just add some random value to the normal's height input? And I'd need multiple instances of this door in a scene, but it would be better if they weren't exactly the same. Is there some easy way to do this, other than duplicating the materials and giving each door exactly the same setup but with a different seed value? (Also killing object linking in the process)
>>1001 >One thing this guy does is that he selects a random face, Shift-D, RMB, P to make a duplicate into a separate object and work from there. But this way he ends up with a bunch of (partly) duplicate faces, and he only deletes a few of them. Isn't that a bad idea? It just how he does things, I suppose. Its possible he just extrudes them afterwards, so its not duplicate faces, but multiple fully complete objects. And adding them together is quite easy. Its also possible that he does it because its fast for demonstrational purposes. >(Also the first time I made the building it was too low, normally I'd just go to edit mode, Alt-Z, box select the upper part, G Z and make it taller, but since this model was composed of 8 or so objects I couldn't do that (I don't think I can be in edit mode for more than one object at a time), so in the end I just scaled the whole shit along the z axis.) You can edit multiple objects at the same time, just select all needed objects and move them. You can also do parenting, it all depends on what feels easier/faster to do. >painting texture I would just use noise texture or noise + geometry>pointiness / AO texture as a mask. The problem with your wood material is values of various modifiers of texture. Most obvious is bump node, you need to lower its value. And it needs ramp node to "clamp" values, so they are not in 0-1 range, but something like 0-0.5 range, so top surface looks smoother. And play with roughness a bit, you might need to switch to "rendered" viewport so you can see what you doing, and on radeon cards it might crash. Also I would make it a bit darker, since darker things looks less shitty and more fancy. And dont forget to use hdri instead of lamp light. >defomation to the mesh Personally I just use very low scaling deformation modifier with random noise texture. The point is to make it imperfect, and it does well. You will need to add more geometry via subdivision modifier, and sometimes "perfect door" is fine, because who gives a shit, its a door.

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